• Title/Summary/Keyword: entertainment culture

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The Effects of Stone Massage Therapy on Abdominal Obesity Reduction (스톤마사지 테라피가 복부비만의 감소에 미치는 영향)

  • Ban, So-Jeong;Kim, Jung-Sook;Kim, Ji-Hyeon
    • Journal of the Korea Fashion and Costume Design Association
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    • v.15 no.4
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    • pp.17-27
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    • 2013
  • This study has the purpose to examine the effects of stone massage therapy on abdominal obesity reduction. 10 sessions for 5 weeks two times a week of stone massage therapy were offered to 43 adult females who were 40s through 70s with 27% or more of body fat and the results were analyzed. The body composition like body fat mass, fat free mass, weight and skeletal muscular mass etc and the degrees of obesity like body fat ratio abdominal fat ratio were measured and analyzed before and after stone massage therapy. The results are as follows: First, the subjects were obese body type and stone massage therapy produced positive effects with body fat mass, fat free mass, weight and BMI value slightly less than before the therapy. Second, as the average values of body fat ratio and waist hip ratio of subject were significantly different statistically before and after the therapy, stone massage therapy was found to be effective in reducing abdominal obesity. Third, as for the change of waist hip ratio, the therapy was found to be effective in reducing waist hip ratio that 40s decreased insignificantly after the therapy, and 50s and 60s significantly at p<0.05 level respectively from 0.92 to 0.90 and from 0.93 to 0.92. In conclusion, the results of this study indicated that stone massage therapy has positive effects on abdominal obesity reduction, and can contribute to healthy life and well-being culture.

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A Study of Gisaeng Performance Costume for Folk Dance in Early Modern Korea (근대(近代) 기생(妓生)의 민속무(民俗舞) 공연복식에 관한 연구)

  • Kim, Ji-Hye;Cho, Woo-Hyun
    • Journal of the Korean Society of Costume
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    • v.59 no.10
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    • pp.137-150
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    • 2009
  • Performance costumes are an important element in the stages which set the tones and embody characters in the performances. This study focuses on Gisaeng's costumes in folk dance performances when Korea experienced modernization from Joseon Dynasty, and aims to examine the features of the costumes as well as how the costumes both influenced, and got influenced by, the rapidly changing society. Gisaeng had been legal entertainment performers of the government in the Joseon Dynasty and, despite careful training and talents, had inferior social status in Joseon's social hierarchy system. In the modern society, a new system of Gisaeng emerged and the first public theater opened. The advent of theaters changed performance stages and the ways performances are conducted. This study investigated Gisaeng's performance costumes by the type of folk dances, such as monk dance, palace dance, Salfuri dance, Jangu dance, and Ip dance. The study brings light to three conclusions. First, as folk dances which had been performed by civil dancers were spread to Gisaeng, Gisaeng's costumes absorbed the costumes of civil dancers. Also, royal costumes appeared in folk dance performances. This can be viewed as mixture of royal and folk dance costumes, resulted from interactions between Gisaeng and civil art performers associated with the modernizing society and the weakening of the old hierarchical class system. Second, as performing arts on stages were modernizing, performance costumes changed accordingly. Thirdly, Giseang's costumes in folk dances also adapted the introduction of the western culture, which largely influenced the fashion trends of people in the early modern society in Korea.

A Study on the Mimesis Type of the Costume in MMORPG Diablo 3 (MMORPG 디아블로 III 캐릭터 의상에 나타난 미메시스 특성)

  • Yoo, Seon A;Ko, Hyun-Zin
    • Journal of the Korean Society of Costume
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    • v.64 no.3
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    • pp.126-141
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    • 2014
  • The purpose of this study is to analyze the specific mimesis types of common character costumes in MMORPGs, which have stories that are very similar in structure to ancient myths and fantasy novels. As the subject of the research I have selected "Diablo 3" created by the American video game developer, Blizzard Entertainment Images of 5 characters, for both genders - Barbarian, Witch Doctor, Monk, Demon hunter, Wizard - were compiled for a total of 10 images, and these images were compared to popular archetypes in mythology, religion and literature. analyzed them separately according to the mimesis type. For this study, Articles and books containing the Aesthetics, Mimesis and Digital culture were researched in order to study the costume features and the Mimesis types and compare them to the costumes in the MMORPG. Firstly, the character Barbarian is a successor of the barbarian character of the previous product. The outfit worn by the game figure is based on the common images expressed in the movie . The makers created an analogous-imitation mimesis by replicating the image in an exaggerated and grand form. Second, the character Witch Doctor derived its motif from the Voodoo cult, and was expressed in analogous-imitation mimesis, using the very shades and patterns used in real life. Third, the character Monk, blending the image of a priest in Eastern Europe and images of its oriental counterparts, was expressed in transposition-diversion mimesis. Fourth, the Demon Hunter took the source of its inspiration from the image of a Witch hunter in the medieval times. The game character has a sharper sleeker figure than its model, and uses more acute shapes and darker gloomier colors expressed in an analogous-imitation mimesis. Finally, the character Magician took a formless character and expressed it in transposition-diversion mimesis taking as its basis some fantasy novels.

Degree Assessment and Survey Analysis for Environmental Amenities of Use Areas in Masan City (경남 마산시의 지역별 쾌적도 평가 및 환경쾌적자원 조사분석)

  • Kim, Jae-Ill;Ok, Chi-Sang
    • Journal of Environmental Impact Assessment
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    • v.8 no.3
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    • pp.35-47
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    • 1999
  • The purpose of this study is to research the environmental amenity factors of a city to devise the strategies to preserve the factors. For this study, the area of Masan city in Korea was chosen, and questionnaires, field studies, and statistical researches were used. Based on the results, the research showed the city surveyed had expanded by 1,069%, and the population of the city had increased by 272% from 1970 to 1995. In the city-life environment, the traffic was not smooth and the streets were not safe. The number of cars increased by 40,797% from 1970 to 1995, but the total length of roads increased only by 333%. The number of traffic accidents increased by 850%. Buildings were not preserved or maintained and did not have any traditional value. Additionally, buildings were not harmonious with environmental surroundings. Land allocation for utilization was not mixed well with tradition. In relation with the surroundings, there were not enough spaces for old people, and parking spaces were limited. In the field of public policy and finance, economic support and fundamental facilities were not enough. The survey of the household environment and the neighborhood environment showed that the room temperature, sunshine, air condition, and space were medial in the household environment. Public social facilities and entertainment culture had the lowest quality in the neighborhood environment. The city-life environment, the neighborhood environment, and the household environment affected the quality of life in order. The above results showed that cities should be planned upon sustainable development with the idea of emphasizing ecological harmony and considering people first, that citizen should be planned upon sustainable life by the harmony between people and the environment. Cities should be places where all people can live together pleasantly and cooperate with each other.

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Analysis of the Audience's Subjectivity about Preference of Documentaries on TV (TV방송 다큐멘터리 선호도에 대한 수용자의 주관성 연구)

  • Hyun, Seung-Hoon
    • The Journal of the Korea Contents Association
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    • v.11 no.10
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    • pp.128-136
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    • 2011
  • This is a study on the subjectivity of audiences about preference of documentaries on TV. Accordingly, Q-methodology was used for this study. As a result, audiences' various characteristics by preference types were able to be found. The individual characteristics were classified into three styles: an entertainment-oriented style pursuing enjoyment, public and society interest-oriented style pursuing public purpose, and culture-oriented style pursuing artistic value of documentaries in order. It could be inferred from the classification of preference styles that unlike the past, the choice of TV broadcasting of audiences was shifting from the passive and media-dependent form to positive form. Therefore, the research and development of content delivery and production in the multi-media and multi-channel digital broadcasting era should be focused on not only the content itself but also an audience-centered service development model reflecting audiences' desire and hope.

Research Trends of Fashion Field among Chinese Students in Korea - Focused on Graduate Degree Thesis - (재한 중국인 유학생의 패션 분야 연구 동향 - 대학원 학위논문을 중심으로 -)

  • Wei, Fei;Park, Eun Kyung
    • Journal of the Korean Society of Costume
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    • v.66 no.1
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    • pp.58-72
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    • 2016
  • Since the mid 2000s, a large number of Chinese students have come to Korea to study. This study investigates the research trends of Chinese students studying in the fashion field in Korea. For this study, a total of 235 graduate degree theses on fashion written by Chinese students in Korea (from 1992 to 2014) were collected through the RISS website. Various keywords were used to find the theses, including fashion, clothing and costume. Factors used in the analysis of these theses were the number of theses per year, major of the student, research trend of specific areas and research target area. The results are as follows: Most of the theses were written by Fashion/Clothing majors (141 theses/60% of the total), while other majors - such as Business Administration, International Trade, Economics, Journalism/Broadcasting, and Movie Entertainment - made up the rest (94/40%). The theses researched in the study were focused on a specific field in fashion. Fashion Marketing/Socio-Psychology of Clothing was the most popular field (113/48.1%), and Fashion Design/Aesthetics came in second (87/37.0%). Other topics, such as Costume History, Clothing Construction/Textile Science, Costume Culture, followed. Chinese student's research target area was very limited, with Chinese Study being the most popular area, and Korean and Chinese Comparative Study coming in second.

A Study on the changes the electronic game by the times (전자게임의 시대별 변천과정에 관한 연구)

  • 은광하;이동연
    • Archives of design research
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    • v.15 no.1
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    • pp.327-338
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    • 2002
  • Nowadays, in accordance with our information-oriented society, industries based on digital Technology have been quickly developing all over the world. This industryhas been playing an important role in improving the quality of peoples'lives so far and will continue to do so, both culturally and socially through industrial and economic aspects. Particularly, the electronic game, on e of the representatives, is providing an intensive value-added segment to the entertainment industry. Games are deeply rooted in people's lives and have a big influence on the industry, society and culture, even our life styles. Consequently, this study is investigating change the electronic game by the times and analyzing the game entity. It is based on the research and analysis of the transition of electronic games in each era. From now on, we will look forward, using previous material in an attempt to forecast the right direction of electronic game design in the future.

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Interpretation of the place discourse of Deoksugung Doldam-gil through News Big Data (뉴스 빅데이터를 통한 덕수궁 돌담길의 장소 담론 해석)

  • Sung, Ji-Young;Kim, Sung-Kyun
    • Journal of Digital Contents Society
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    • v.18 no.5
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    • pp.923-932
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    • 2017
  • Based on the metadata of BIGkids, a news big data system, this study analyzed the trends of news coverage by the major fields and topics related to Deoksugung Doldam-gil in mass media. In addition, we tried to interpret the space discourse of Deoksugung Doldam-gil which has been formed in contemporary period through the analysis of data related to BIGKinds, the contents of related reports and context. As a result of the analysis, the coverage of Deoksugung Doldam-gil was mostly reported in the field of 'Culture', and the news related to 'Cooking_Travel', 'Exhibition_Performance' and 'Broadcasting Entertainment.' Deoksugung Doldam-gil was categorized as the pedestrian freindly street, the cultural and artistic street, and the historical street, and interpreted the spatial discourse with related news contents.

Transition from Spectacular Point of View to Contractual Point of View on Video Games - Theatrical Contract between Video Games and Player - (비디오 게임에 대한 스펙터클적 관점에서 계약의 관점으로 이동 - 비디오게임과 플레이어가 맺는 연극적 계약 -)

  • Ko, Kyu-Heun
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.29-42
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    • 2004
  • With the development of hardware and 3D graphic technologies since the 1990s, video games have been evolving in the direction in which they wholly pursue illusions and movie formats, and thus they are considered to be media centered on spectacles. However, video games, due to their inherent characteristics, cannot be transparent media like the existing spectacular entertainments centering on optical illusions. In their structure, there can be found elements that continually disillusion players from visions. Strictly speaking, players are not lost in visions, but are kept a certain distance from internal contexts. Games rely not on illusion but on contracts with players which are similar to a kind of convention, clearing internal imperfections. This paper aims to identify and analyze disillusioning elements and discuss theatrical contacts between players and games. The purpose of this paper is to reconsider the awareness of video games as a spectacle entertainment and to help discover future directions for game culture.

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A Study on the Visualization of Paralinguistic Phonetic Information for Creative Motion Typography (창의적 모션 타이포그라피를 위한 준 음성정보의 시각화 연구)

  • Park Sun-Mi;Nam Yong-Hyun
    • Journal of Game and Entertainment
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    • v.2 no.2
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    • pp.61-69
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    • 2006
  • Along with advance in visual culture, the importance of motion graphic has been increasingly emphasized day by day, which can maximize information delivery using image illustration and typography, graphic factors of images. In addition, we can easily see increasing cases where what a designer intends is visualized using creative typography in diverse mass media such as TV commercials, movies or web. Thanks to the effects of this trend, various ways of manufacturing works have been proposed in the field of motion typography by applying diverse factors including verbal ones, time, form, motion, colors, and sound for the purpose of expressing formless semantic notions through visual form of typography. However, physiological features such as sex, age, health status, pathological conditions, and body size can have a bigger effect on the process of real communication. Therefore, if property of quasi-verbal sound can be reflected appropriately in motion typography where communication is expressed only by visual form, it can enable people to understand what a designer intends faster and more exactly.

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